After our initial 2 sessions, and mixed with what I saw during the playtest. I am currently going with the following changes for my games:
Hellfire Rounds (page 159)
Reduce requisition cost to 15. Remove Righteous Fury on a 9 or 10 and additional effect against Hordes.
Kraken Rounds (page 159)
Increase requisition cost to 15.
Metal Storm Rounds (page 159)
Unusable with the Heavy Bolter.
Stalker Rounds (page 159)
Increase requisition cost to 12.
Aim (page 237)
Not usable with Full Auto or Semi-Auto Burst.
Full Auto Burst (page 239)
Remove +20 Ballistic Skill Test bonus.
Righteous Fury (page 245)
When rolling Damage after a successful attack, if any die rolled results in a natural 10, there is a chance the Emperor’s favour is with the attacker (This also includes a result of 10 when rolling 1d5 for Damage.) This calls for a second attack roll that is identical, all modifiers included, to the original attack. If that second attack hits you can roll an additional die and add the result to the Damage total. Should the result of this die also be a 10 you may immediately roll a third die and add that to the Damage total as well. This process continues until you roll a number other than 10. (aka: Dark Heresy system)
Stray Shots (page 248)
When shooting into a melee combat with a Semi-Auto Burst or Full Auto Burst you must allocate multiple hits to different targets engaged in the melee.
The reasoning is as follows:
Hellfire: Far too good. I had to decide between adding a renown requirement, or reducing its effectiveness. I chose to reduce it so earlier ranked players can take them.
Kraken: With the change to Hellfire I didn't want people to just fall-back on Kraken. Plus at 5req they were under-costed IMHO. Brought it up to what I consider average cost.
Metal Storm: With the massive threads on using this with the H. Bolter and Devastation, lets just...not.
Stalker: I want all the ammo to feel more unique so I feel none should be a mere 5 requisition.
Aim: Aiming a burst never sat right with me really.
Full Auto: Its not perfect but should curb a bit of the OP that is bolter full-auto spam. Plus I wanted the benefit to be hitting more things, not hitting something more accurate (that is what aiming is for).
RF: The current RF is just totally broken in my eyes. We tried a different method of doing an immediate 1d5-1 critical but didn't like the massive levels of fatigue and overall it felt a bit "blah" compared to more damage. So we agreed as a group to just use the Dark Heresy/WFRP method again.
Stray Shots: full-auto into melee was quickly becoming an issue. I wanted to keep the effectiveness at killing hordes and whatnot at range, but wanted it harder to just shoot 10 heavy bolter shots into melee with no negatives.